Chivalry and Sorcery comprises the most complete set of rules ever published for Fantasy
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Role players will find a complete, detailed, medieval lifestyle encompassed in this 129
page book which comes with an index style table of contents.
$10 (U.K. £6.50)
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FIEND FACTORY
- -~~A superb range of mythologicaland fictitious beasts
for the discerning fantasv gamer. . -
FF1 The Fiend.. ... 50p
FF2 Slime Beast with Sword.. ... 35p
FF3 Hook Horror..
...
50pFF4 Crabman ... 50p
FF5 Phantom Stalker ... 40p
FF6 Giant Blood Worm.. ... 950
FW Death Worm ...
.
.
.... 30p FF8 Volt ... 30p FF9 Carbuncle ... 40p FFlO DevilDog ... 20p F F l l Grell . . . : ... 35p ... FF12 Assassin Bug 2 5 ~ FF13 Bonesnapper ... 30p FF14 Cyclops 3opFF15 Hill Giant swinging Club ... 40p
FF16 Giant Troll attackino with Soiked Club - . ... 950
FF17 Minotaur.. ...
50;
FF18 Wraith ... m p
FF19 Werewolf.. ... 2op
FF20 Goblins charging with Swords and Shields (3 figs.) mp
FF21 Goblins attacking with Axes (3 figs.). ... w0
FF22 Goblins firing Bows 13 figs.) ... 50;
FF23 Goblins advancing with Spears (3 figs.) ... 50;
FF24 Red Orcs in Chainmail with Swords (3 figs 1.. ... 50
FF25 Red Orcs attackino with Swords 13 fins.) . . .
.:
. . .:
a!FF26 Red Orcs in plate h o u r with ~ w o r & ( 3 figs.);. gi
..
FF27 Red Orc with Spear mounted on Giant Tusker.. 950
FF28 Red Orc in Chainmail mounted on Giant Tusker . 95b
FF29 Red Orc in Plate Armour mounted on Giant Tusker.%n ~ -
FF30 Zombie ... . .. ... 20;
FF31 Satanic Anoel ... 400
FF32 Golem.. . .7.. ... 2$
FF33 Great Ftre Dragon 14 pcs.). ... €2 50
...
FF34 Chtmaera I3 pcs.1 60p
FF35 Mant~core I 3 PCS.). ... 6 0 ~
FF36 Medusa ... 2 0 ~
FF37 Warrior of the Stone ... Mp
FF38 Giant Rats (3 figs.). ...
FF39 Amazon Berserker with Dagger
--
...2:
Berserker with Sword ...
20;
Centaur Chief with Sword
...
600...
~ a l a m a n warrior advancirigwith Pike 20;
Salaman Warrior attacking with Pike
...
M p...
Salaman Warrior at ready with Pike mp
...
Salaman Warrior advancing with Sword u . . .
-".-
'M-Salaman Trooper w ~ t h Lance mounted on
G~ant Strider 13 pcs.). ... .95p
Ellte Salaman Trooper with Lance and Axe ...
mounted on Giant Strider 13 pa.). .95p
...
FF48 Desert Raider with Sword .a
FANTASY ADVENTURERS
A new range of intrepid heroes avaihble for fearsome
adventures.
...
FA1 Fighter in Plate Mail with Sword .mp
FA2 W~zard with Staff ... . M p
FA3 Cleric with Cross and Mace ... .20p
FA4 Sneak Thief with Dagger ... .20p
FA5 Druid with Sickle.. ... . M p
FA6 Bard with Sword and Lute.. ... .20p
FA7 Monk with Staff.. ... . M p
FA8 Ranger with Sword and Bow.. ... .20p
...
FA9 Barbarian with Two-Handed Sword .20p
...
FA10 Paladin with Sword.. . M p
FA1 1 lllusionist ... ,200
FA12 Ninja (Assassin) with Sword
...
.20pFA13 Man-Beast 20p
FA14 Elven Hero with Sword ... .20p
FA15 Dwarf with Two-Handed Hammer . . . M p
FANTASY SPECIALS
Dungeon inmates and arti'cts both for games and dioramas.
FSl Dungeon Doorway ... 8 0 ~
... ..
FS2 Magic Mouth Doorway.. ... SP
...
FS3 Demon Floor Trap.. a P
... ...
FS4 Livino Wall.. .. 7 5 ~
FS5 Old Wizard on Throm reading Book on Lectern
(3pcs.)
...
.
.
... 95p. . .
FS6 Dungeon Tortures6 with Whip.. mp
FS7 Naked Girl bound Hand and Foot ... ZOp
FS8 Naked Girls bound to Post, Crossand Yoke (3figs. S p FS9 Naked Girl hanging from Wooden Trestle 13 pcs.) . a p
..
FSlO Naked Girl roasting on Spit over Brazier 14 pcs.) .75p
...
F S l l Hunchback Beggar on Crutch . M p
FS12 Ornate Sarcophagus I 2 pcs.) ... 4 0 ~
FS13 Trapdoor and Floor Grill (2figs.j.. ... .30p
FS14 Dungeon Debris, E q u i p m t and Treasure ( 3 f i i . ) 30p
...
FS15 RobinHo od MP
FS16 Wandering Minstrel ... M p
FS17 The White Dwarf.. ... 20p
FS18 Rasputin the Mad Monk.. ... ... M p
FS19 Soothsayer.. ...
.
.
. . . . 200Manufactured in the UK under licence.
GALACTIC GRENADIERS
GG1 Infantry Advancing with Megawatt Laser ... . M p
GG3 Infantry prone with Semi-portable Laser ... .20p
GG5 Infantry with Automatic Grenade Launcher.. ... . M p
GG7 Infantrywith Automatic Missile Launcher.. .... .20p
GGlO Power Armour Infantry with Sun Gun ... .20p
G G l l Power Armour lnfantw with Sun Gun.
... ...
GG40 T'Rana (Reptilian) Advancing T.. .Mp
PERSONALITIES AND THINGS THAT
GO "BUMP' I N THE NIGHT
...
ES1 Evil Wizard Casting Spell . M p
..
ES2 Super Hero with Axe on Super Heavy Horse.. .50p
...
ES3 Balrog Advancing with Sword and Whip.. .95p
ES4 Cleric, Cloaked, with Staff.. ... .20p
...
ES5 Winged Gremlin .30p
...
ES6 Patriarch Casting Spell.. 2 0 ~
ES7 Serpent Creeper ... .20p
ES8 Zaftig Maiden.. ... M p
...
ES9 Barbarian Hero w. Long Et Short Sword .20p
...
ESlO Large Hill Troll Attacking with Club .30p
ES11 Vallor, Warrior of the Gods ... 3 0 ~
...
ES12 Vallor Captain w. Shield and Standard.. .30p
...
ES13 Assassin with Cloak and Dagger.. M p
ES14 Count Dracula ... . M p
ES15 Super Hero with Axe ... .20p
ES16 Beowulf with Sword and Shield ... .20p
ES18 Adventuress with Short Sword.. ... .20p
. ...
EST9 Angel of Death ....50p
...
ESM Mummy Advancing .20p
...
ES2l Elf Princess.. .20p
... ...
ES22 Elf Lord.. .. ,200
ES23 Shield Maiden Attacking with Sword.. ... .20p
ES24 Foregum. Barechested Super Hero ... .20p
ES25 Super Hero In Plate Armour on
...
Super Heavy Horse. 6 0 ~
ES26 Adventuress on Horseback ... ,4011
...
ES27 Mounted Ranger.. .40p
...
ES28 Gremlin War Party (3 figs) 7 5 ~
...
ES29 Sorceress Casting Spell .20p
Wraith. . . .20p
Dwarf Lord.. ... M p
...
CentaurArcher 30p
...
Satyr (Pan) with Spear.. . M p
...
Land Dragon with Mounted Captain.. .75p
...
Land Dragon with Mounted Lancer ,7511
Witch MP
Monk with Staff ... 2 0 ~
Imp War Party (3 figs). ... .50p
...
Werebear Attacking .50p
...
Wind Lord with Spear.. .20p
...
Paladin (Dismounted). M p
...
Armoured Knight on Guard with Sword.. .20p
...
Earth Demon Hurling Rock .75p
...
Armoured Centaur with Sword.. .40p
...
Demon of Evil Law with Morning Star .20p
... TreeMan 50p ... Enraged Wyvern .40p ... Griffon, Rearing.. .50p ...
Hill Giant with Club IMmm) f1.25
...
Siren, Singing .MP
...
Ghouls, Advancing with Swords (3 figs.). .50p
...
Enchantress MP
...
Enchanter, with Staff.. .20p
...
Frost Giant (70mm) f 1.25
...
Bard, Playing Harp . M p
WIZARDS, WARRIORS
Et
WARLOCKS
...
E l l 1 Halfling Esqutre (3 figs). .40p
...
El12 W~zard w ~ t h Staff MP
...
E211 Wood Elf in Cloak firing Bow. M p
...
E212 Wood Elf Receiving with Spear. 2 0 ~
€213 Wood Elf in Reserve with Spear
...
.20p...
E215 Wood Elf Command Pack (3 figs). ,5011
...
E231 Sea Elf fn Chainmail and Cloak .20p
U32 Sea Elf in Chainmail Et Cloak Attacking ... .20p
E311 Dwarf of the Anvil, in Chainmail, Attacking
with Mattock.. ... .MP
E312 Dwarf of the Anvil, in Chainmail, with Mattock.. ,2011 ...
E313 Dwarf of the Blue Mountains Swinging Axe M p
E314 Dwarf of the Blue Mountain with Axe ... ,200
6 1 5 ~ i r f command pack I3 figsl.. ... WP
...
E511 Guards of the Citadel .20p
E551 Southron Heavy Spearman Advancing ... .20p
E611 Goblin of the North. Advancina with Spear E612 E613 E621 E622 E623 E625 E631 E632 Em3 E851 E652 Mour E541 E542 ... ... (3 figs).
r.
.50pGoblin of the North, Swinging Spiked Club ...
(3figs). .50p
Goblin of the North with Bow (3 f i ~ s ) . ... .50p
Goblin of the Night, Advancing, with Scimitar ...
(3figsl.. .50p
Goblins of the Night, Advancing with Axe
...
13 figs). .50p
Goblin of the Night with Bow I3 figs) ... 50p
Goblins of the Night Command Pack (3 figs). ... .50p
Goblin of the South Swinging Axe (3 figsl.. .... .50p
Goblin of the South with Hollow Scimitar ...
(3figsl.. .50p
Goblins of the South with Spears 13 figs). ... WP
...
Giant Goblin in Heavy Armour with Sword . M p
Giant Goblin in Heaw Armour with Spear.. .... .MP
iinc&fthe March, in Chainmail, Swinging
Sword Overhead.. ... . a ~
Lancer of the March. in Chainmail.
...
with Lance up .40P
...
E591 Knight of the Dragon Lord.. .NP
...
E 7 l l Scuzbek Heavy Cavalry .40p
E641 Wolf Rider of the Night, with
Axe, Mounted on Wolf.. ... .40p
E642 Wolf Rider of the Night, with
...
Spear and Shield, Mounted on Wolf .40p
...
E691 Great Wolf of the Night, without Rider.. . M p
MISCELLANEOUS
PHI Light Cavalry Horse.. ... .25p
M H l Heavy Cavalry Horse. ... .25p
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Editor: Feature Editors: Cover by: Artwork by: Published by: Ian Livingstone Albie Fiore Steve Jackson Don Turnbull Eddie Jones Polly Wilson Christopher Baker Russ Nicholson Alan Hunter Games Workshop
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FEATURES
8 Advanced D&D Combat Tables:
A welcome extract from the Referee's Guide
Gary Gygax
14 ~ x ~ a n d ' i n ~
Universe:
Suggested additions t o Traveller
Andy Slack
18 Houri:
An alluring female character class
Brian Asbury
20 Valley of the Four Winds:
Final doom for Farrondil?
Rowland Flynn
12 The Fiend Factory
- -
16 Open Box
22 Treasure Chest
24 Letters
25 News
26 Help!
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COMBAT TABLES
-In view of the time delay between publication of the
Advanced D&D rulebooks, Gary Gygax has kindly sent us the Combat Tables from the forthcoming Referee's Guide. We have
been informed that the Referee's Guide will contain con-
siderably more pages than the Players' Handbook, but in the
meantime we hope the following tables will help to pacify the great unrest!
WATER, OIL, POISON AND BOULDERS HURLED BY SUCH THINGS AS GIANTS AND SIEGE MACHINES.
Hurling vorious containers of liquid is a common toctic in dungeon od- ventures. For game purposes it is necessary to make certain ossumptions regarding all such missiles.
Size: Acid- Holy/Unholy Water- Oil - Poison - Effea: % pint (8 02.) % pint (4 02.) 1 pint (16 02.) % pint (4 02.)
LIQUID DAMAGE FROM A
CONTENTS AREA OF EFFECT SPLASH DIRECT HIT 4 c i d l'diameter 1 h.p. 2-8 h.p. -holy/unholy 1' diameter 2 h.p. 2-7 h.p.
water
-oil, alight 3' diameter 1-3 h.p.* 2-12 h.p.
+
1-6 h.p.** -poison 1' diameter speciol speciolFlaming oil splashed on a creature will burn for 1-3 segments, causing 1 hit point of damage per segment.
**Direct hit with flaming oil causes 2-12 hit points of damage the first round, and 1-6 additional hit points of damage the second round, but then burns out.
Range: The range of all such container missiles is 3". Beyond 1" is medium, and beyond 2" is long (-2 and -5"to hit" respectively).
Hits: When the die roll indicates the missile has hit, then it is necessary to roll again to see if the contoiner shatters or not - use the BLOW, CRUSH- ING column on the ITEM SAVING THROW MATRIX - unless special pro- cedures &ere taken to weaken the container, i.e. the container was specially scored, it is particularly fragile, etc. Damage occurs only if the container breaks, except with regard to oil which must be alight (floming) to couse damage. Poison special is dependent upon whether or not the poison is a contact poison or if the container was hurled into the mouth of the target creature. In the latter case, breakage is not necessary if the con- tainer was unstoppered; if stoppered check saving throw for breakage using the BLOW, NORMAL -olumn of the ITEM SAVING THROW MATRIX. If oil has been specially prepared by insertion of a rog into the opening of the container (or wrapped around the neck of the container) and set afire prior to hurling, it will burst into flame when the container breaks upon target impact; otherwise, a torch or other means of causing combustion must be brought into contact with the oil.
Splash Hits: All creatures within three feet of the impact and breaking point of the container missile must save versus poison or be splashed with the contents of the shattered contoiner.
Boulders are considered, for game purposes, to be 1' in diometer for giants, 2' in diameter for siege engines. Range and damoge of siege machines is given in the appropriote section. (See MONSTER MANUAL for giants' abilities.)
Misses: If the "to hit" die roll indicates a miss, roll l d 6 ond ld8. The d6 indicates the distance in feet the missile was off target. (If the target was large, simply compute the distance from the oppropriate portion of the target, i.e. the character oims ot a section of the floor which is 1' square, and miss distance is measured from the appropriate edge os explained be-
low.) The d8 indicates the direction in which the distance in feet of the miss is measured:
1 = long right 5 = short left
2 = right 6 = left
3 = short right 7 = long left 4 = short (before) 8 = long (over) At short range you may optionally use d4 to determine distance off target, but then use d8 for long range distance determination. If the missile is hurled at a plane such as a wall, read long as high, short as low, measur- ing up the wall and then along the ceiling or down and then along the floor.
Lighting Oil: If a torch is used to attempt to light spilled oil, use above pro- cedures far misses, as it still could land in the puddle of oil or oil covered area. A lan'tern should be handled similarly, but also allow it a ?diameter flaming oil area.
Crossing Flaming Oil: Leaping aver a puddle of flaming oil will cause no
damage, unless the creature so doing is highly in flammable. Creatures with garments of cloth must save versus FIRE, NORMAL on the ITEM SAV- ING THROW MATRIX or have their garments catch fire. Walking through or standing in flaming oil will cause the creature to take 1-4 hit paints of damage per melee round.
Holy/Unholy Water: All forms of undead, as well as creatures from the lower plones (demons, devils, night hogs, night mares, nycadaemons, etc.) are affected by HOLY WATER. Paladins, lammasu, shedu, ki-rin, and similar creatures of good (or from the upper planes) are affected by UN- HOLY WATER. The liquid causes the affected creature to suffer a burning as if struck by acid. Undead in non-material farm cannot be harmed by holy water, i.e. until a ghost takes on material form, it is unaffected, and a vompire in gaseous form cannot be harmed by holy water.
AllACK MATRICES FOR MISSILE AND MELEE COMBAT,
CLERICS AFFECTING UNDEAD 1
I. Attack Matrices for Dwarves, Elves, Gnomes, Half-Elves, Halflings, Half-Orcs, and Humans
A. Clerics and Druids
B. Fighters, Paladins, Rangers, Bords, and 0 Level Halflings and Humans
C. Magic-Users and Illusionists D. 1. Thieves, Assassins, and Monks
2. Assassins' Table far Assassinations II. Attack Matrix far Monsters
Ill. Matrix for Clerics Affecting Undeod
Opponent Armor Class Description (If Armor is Worn)
Armor Class 2 3 4 5 6 7 Type of Armor
Plate mail
+
shieldSplint or banded mail
+
shield/plate mail Chain mail+
shield/splint or banded mail Scale mail+
shield/chain mailStudded leather or ring mail
+
shield/scale mail Leather or podded armor+
shield/studded leather or ring moilLeather or padded armor Shield only
None
Armor class below 10 is not possible. Armor class above 2 i s easily possible due to magical bonuses ond dexterity bonuses. To determine a "to hit" number not on the charts, project upwards by 1's (5% increments), repeat- ing 20 six times before continuing with 21 (cf. Matrix I.A.).
I.A. ATTACK MATRIX FOR CLERICS AND DRUIDS
Opponent
Armor 20-sided Die Score to Hit by Level of Attacker
Class 1-3 4-6 7-9 10-12 13-15 16-18 19+ -10 25 23 21 20 20 20 19 -9 24 -22 20 20 20 19 18 -8 23 21 20 20 20 18 17 -7 22 20 20 20 19 17 16 6 14 12 10 8 6 4 3 7
,
13 1 1 9 7 5 3 2 8 12 10 8 6 4 2 1 9 1 1 9 7 5 3 1 0 10 10 8 6 4 2 0 - 1Missiles: -5 at long range, -2 at medium range.
I.B. ATTACK MATRIX FOR FIGHTERS, PALADINS, RANGERS, BARDS, AND 0 LEVEL HALFLINGS AND HUMANS Opponent
Armor . 20-sided Die Score to Hit by Level of Attacker
Class 0 1-2 3-4 5-6 7-8 9-10 11-12 13-1415-16 17+ -1 0 26 25 23 21 20 20 20 18 16 14 -9 25 24 22 20 20 20 19 17 15 13 -8 24 23 21 20 20 20 18 16 14 12 -7 23 22 20 20 20 19 17 15 13 1 1 -6 22 21 20 20 20 18 16 14 12 10 -5 21 20 20 20 19 17 15 13 11 9 -4 20 20 20 20 18 16 14 12 10 8 -3 20 20 20 19 17 15 13 11 9 7 -2 20 20 20 18 16 14 12 10 8 6 - 1 20 20 19 17 15 13 11 9 7 5 0 20 20 18 16 14 12 10 8 6 4 1 20 19 17 15 13 11 9 7 5 3 2 19 18 16 14 12 10 8 6 4 2 3 18 17 15 13 1 1 9 7 5 3 1 4 17 16 14 12 10 8 6 4 2 0 5 16 15 13 1 1 9 7 5 3 1 -1 6 15 14 12 10 8 6 4 2 0 -2 7 14 13 1 1 9 7 5 3 1 - 1 -3 8 13 12 10 8 6 4 2 0 -2 -4 9 12 11 9 7 5 3 1 - 1 -3 -5 10 1 1 10 8 6 4 2 0 -2 -4 -6
M~ssiles: -5 at long range, -2 at medium range.
I.C. AllACK MATRIX FOR MAGIC-USERS AND ILLUSIONISTS Opponent
Armor 20-sided Die Score to Hit by Level of Attacker
Class 1-5 6-10 11-15 16-20 21+ -1 0 26 24 2 1 20 20 -9 25 23 20 20 20 -8 24 22 20 20 19 -7 23 21 20 20 18 4 17 15 12 9 7 5 16 14 11 8 6 6 15 13 10 7 5 7 14 12 9 6 4 8 13 11 8 5 3 9 12 10 7 4 2 10 11 9 6 3 1
Missiles:' -5 at long range, -2 at medium range. *Normal, not magical.
I.D.1. ATTACK MATRIX FOR THIEVES, ASSASSINS. AND MONKS Opponent
Armor 20-sided Die Score to Hit by Level of Attacker
Class 1-dm 5-Eb 9-12' 13-lbd 17-20d 21+' -10 26 24 2 1 20 20 20 -9 25 23 20 20 20 19 -8 24 22 20 20 20 18 -7 23 2 1 20 20 19 17 6 15 13 10 8 6 4 7 14 12 9 7 5 3 8 13 11 8 6 4 2 9 12 10 7 5 3 1 10 11 9 6 4 2 0
Missiles: -5 at long range, -2 at medium range.
* Thieves and assassins double damage from a surprise back stab.
Thieves and assassins triple damage from a surprise back stab.
Thieves and assassins quadruple damage from a surprise back stab.
Thieves and assassins quintuple damage from a surprise back stab. I.D.2. ASSASSINS' TABLE FOR ASSASSINATIONS*
Level
of the Level of the Intended Victim
Assassin 0- 1 2-3 4-5 6-7 8-9 10-1 1 12-13 14-15 16-17 18+
1 50% 45% 35% 25% 10% 1 % ... --- -.. -..
2 55% 50% 40% 30% 15% 2% --- - - I --- ---
3 60% 55% 45% 35% 20% 5% --- .-- ... -..
4 65% 60% 50% 40% 25% 10% 1 % --- --- ---
The percentage shown is that for success under near optimum conditions. You may adjust slightly upwards for perfect conditions (absolute trust, asleep and
.
unguarded, very drunk and unguarded, etc.). Similarly, you must deduct points if the intended victim is wary, takes precautions, and/or is guarded. If the assassination is being attempted by or in behalf of a player character a complete plan of how the deed is to be done should be prepared by the player in- volved, and the precautions, if any, of the target character should be compared against the plan. Weapon damage always occurs and may kill the v~ctim even though "assassination" failed.'Or attacks on helpless opponents by any character class (see COMBAT section).
W
ADVANCED DUNGEONS 8. DRAGONS@, 01979, TSR GAMES 9) II. ATTACK MATRIX FOR MONSTERS (Including Goblins, Hobgoblins, Kobolds, and Orcs) Opponent
Armor 20-sided Die Score to Hit by Monster's Hit Dice Number
Class uptol-1 1-1 1 1
+
2-3+ . 6 5 + 6-74- 8-9+ 10-11+ 12-13+ 14-15+ 16+ -1 0 26 25 24 23 2 1 20 20 20 20 19 18 17 -9 25 24 23 22 20 20 20 20 19 18 17 16 -8 24 23 22 2 1 20 20 20 20 18 17 16 15 -7 23 ' 22 21 20 20 20 20 19 17 16 15 14 7 14 13 12 11 9 8 6 5 3 2 ' 1 0 8 13 12 11 10 8 7 5 4 2 1 0 - 1 9 12 11 10 9 7 6 4 3 1 0 -1 -2 10 11 10 9 8 6 5 3 2 0 - 1 -2 -3Note: Any plus above +3 equals onother hit die, i.e. 6+6 equals 7 hit dice. Missiles: -5 at long range, -2 at modium ronge.
SAVING THROW MATRICES
I. Soving Throw Matrix for Characters and Human Types 11. Saving Throw Motrix for Monsters
I. SAVING THROW MATRIX FOR CHARACTERS AND HUMAN TYPES
Attack to be Saved Against
Character Class and Poison or Petrifaction Rod, Staff Breath
Experience Level Death Magic or Polymorph* or Wand Weapon** Spell***
Cler~cs' 1-3 10 13 14 16 15 4-6 9 12 13 15 14 7-9 7 10 11 13 12 10-12 6 9 10 12 11 13-15 5 8 9 11 10 16-18 4 7 8 10 9 19+ 2 5 6 8 7 Fightersb 0 16 17 18 20 19 1-2 14 15 16 17 17 3-4 13 14 15 16 16 5-6 11 12 13 13 14 7-8 10 11 12 12 13 9-10 8 9 10 9 11 11-12 7 8 9 8 10 1 3-1 4 5 6 7 5 8 15-16 4 5 6 4 7 17+ 3 4 5 4 6 Magic-Users' 1-5 14 13 11 15 12 6-10 13 11 9 13 10 11-15 11 9 7 11 8 16-20 10 7 5 9 6 21
+
8 5 3 7 4 Thievesd 1-4 13 12 14 16 15 5-8 12 11 12 15 13 9-12 11 10 10 14 11 13-16 10 9 8 13 9 17-20 9 8 6 12 7 21+
8 7 4 11 5Excluding polymorph wand attacks.
**Excluding those which cause petrifaction or polyrnorph. II. SAVING THROW MATRIX FOR MONSTERS
***Excluding those for which another saving throw type is specified, such
A. Ail monsters use the matrix for characters. as death, petrifaction, polyrnorph, etc.
Includes Druids.
Includes Paladins, Rangers, and 0 level types. Includes Illusionists.
Includes Assassins and Monks.
8. Hit dice equate to Experience Level, with any plus in hit points moving the creature upwards by one hit die, so 1 +1 becomes 2, 2+1 be- comes 3, etc. (Exception: See D. below.)
C. Most monsters save as fighters, except:
1. Those with abilities of other character classes gain the benefit of the most favorable saving throw score, i.e. be it cleric or magic- N.B.sA roll of 1 is always failure, regardless of magical protections, spells,
or any other reasons which indicate to the contrary. user or thief.
2. Those with no real offensive fighting capabilities save according to - . . their area of ability - cleric, magic-user, thief, etc.
Multi-class characters, characters with two classes, and bards check the D. Non-intelligent creatures save at an Experience Level equal to one- matrirfor each class possessed, and use the most favorable result for the half their hit dice, rounded upwords, except with regard to poison or
type of attack being defended against. death magic.
Ill. MATRIX FOR CLERICS AFFECTING UNDEAD ETAL.
Type of Level of Cleric Attempting to Turn
Undead 1 2 3 A 5 6 7 8 9 - 1 3 1 4 + Skeleton 10 7 4 T T D D D * D * D * Zombie 1 3 1 0 7 T T D D D D * D * Ghoul 1 6 1 3 1 0 4 T T D D D D* Shadow 19 16' 13 7 4 T T D D D* Wight 2 0 1 9 1 6 1 0 7 4 T T D D Ghast -- 20 19 13 10 7 4 T T D Wraith -- -- 20 16 13 10 7 4 T D Mummy" -- -- -- 20 16 13 10 7 4 T Spectreb -- -- -- -- 20 16 13 10 7 T Vampire' - - - - - - - - -- 20 16 13 10 4 Ghostd . . - - - - - - - - -- 20 16 13 7 Lich' .- -- -- -- -- -- -- 19 16 10 Special**' -- -- -- -- -- -- -- 20 19 13
* Number affected is7-12 rather than 1-12.
*' Evil creatures from lower planes such as barghests, minor demons, lesser devils, mezzodaemons, night hags, from 1-2 in number. (As a rule of thumb, any creature with armor class of -5 or better, 1 1 or more hit dice, or 66% or greater magic resistance will be unaffected.)
" A poladin of 1st or 2nd level can be turned by an evil cleric. A paladin of 3rd or 4th level can be turned by an evil cleric. A paladin of 5th or 6th level can be turned by an evil cleric. A paladin of 7th or 8th level can be turned by an evil cleric. A paladin of 9th or 10th level can be turned by an evil cleric.
J A paladin of 1 1 th or higher level can be turned by an evil cleric.
Procedure: A d20 is rolled, and if the number shown is matched or ex- ceeded by the die roll the undead are turned. From 1-12 (or 7-12 or 1-2)
undead (or evil creatures from lower planes) are affected:
1. Evil clerics cause the creatures to take neutral or friendly attitude according to a reaction dice score. Neutral undead will ignore the cleric and his or her party; friendly ones w i l l follow the cleric and join the adventure.
2. Good clerics cause the creature to move directly away from his or
her person, and stay as far away as possible for not less than 3 nor more than 12 rounds, moving at full speed for the duration if at a l l possible. The turned undead w i l l be able to come back again, but they are subject to further turning by the cleric.
Failure to score the number shown, or greater, means the turning was un- successful. No further attempt by the cleric can be made with respect to the particular undead, and they may proceed to attack or otherwise operate unconstrained.
T: This symbol indicates automatic turning - whether to influence by an evil cleric or actual driving away by a good cleric.
D: This symbol indicates the cleric has automatically brought the undead into friendly stotus (evil cleric) or destroyed or damned them (good cleric).
: No effect upon the undead is possible where a dash is shown.
Ill. Saving Throw Matrix for Magical and Non-Mag~cal Items
Ill. SAVING THROW MATRIX FOR MAGICAL AND NON-MAGICAL ITEMS
Attack Farm 8 Number
cr nor f mag nor
a b b f l f f c l l d a r i i i o o i l e r r d w w s l b e e ItemDescription 1 2 3 A 5 6 7 8 Bone or Ivory 1 1 16 10 20 6 17 9 3 Ceramic 4 18 12 19 1 1 5 3 2 Cloth 12 6 3 20 ' 2 20 16 13 Crystal or Vial 6 19 14 20 13 10 6 3 Glass 5 20 15 20 14 1 1 7 4 Leather or Book 10 4 2 2 0 1 1 3 6 4 f 2. r l e 0 t l r n e t g c 9 10 11 2 8 1 4 2 1 3. 1 18 1 7 15 5 Liquid* 15 0 0 20 0 15 14 13 12 18 15 Metal, hard 7 6 2 1 7 2 6 2 1 1 a 1 1 1 Metal,softorJewelry** 13 14 9 19 4 18 13 5 1 16 1 Mirror*** 12 20 15 20 13 14 9 5 6 18 1 Parchmentor Paper 16 1 1 6 20 0 25 21 18 2 20 1 Stone,smallorGem 3 17 7 18 4 7 3 2 1 14 2
Wood or Rope, thin 9 13 6 20 2 15 1 1 9 1 10 1
WoodorRope,thick 8 10 3 19 1 1 1 7 5 1 1 2 1
Potions, magical oils, poisons, acids while container remains intact.
** Includes pearls of any sort.
***Silvered glass. Treat silver mirror as "Metal, soft," steel as "Metal, hard."
" If exposed to extreme cold then struck against a very hard surface with force, saving throw is -10 on die!
Magical Items: Gain +2 on all rolls plus
+
1 for each plus they have above+ 1 , i.e. + 1 = +2 on saving throw, +2 = +3 on saving throw. Further-
more, the magic item gains +5 on saving throws against attack forms in its own mode, i.e. blow vs. shield, fire ball vs. ring of fire resistance or fire ball wand.
Non-Magical Items: Those items which do not exactly conform to item des-
criptions above can be interpolated. It is assumed that the item in question is actually exposed to the form of attack, i.e. the blow falls on the item, the fall is such as to not cushion the item, the fire actually contacts the item, etc. As with magical items, non-magical items gain +5 versus attacks in their own mode.
Attack Forms 1. Acid 2. Blow, Crushing 3. Blow, Normal 4. Disintegration 5. Fall
6. Fireball (or breath)
7. Fire, Magical
8. Fire, Normal (oil) 9. Frost, Magical
10. Lightning Bolt
11. Electrical DischargeKurrent
Acid: Th~s assumes a cons~derable volume of strong acid (black
dragon or giant slug spittle) or Immersion for a period which would affect the item.
Blow, Crushing: This assumes that the item is struck by a weighty fall- ing object or a blow from an ogre's or giant's weapon, for example. Another example would be a (ceramic) flask of oil or a (crystal or glass) vial of holy water hurled against a hard surface or dropped from a height. A piece of cloth can be ripped or torn by a crushing blow.
Blow, Normal: This assumes an attack by a normal-strength opponent
or only fairly heavy object which strikes the obiect. This also applies to a (ceramic) flask of oil or a (crystal or glass) vial of holy water hurled against a tough, but slightly yielding, surface.
Disintegration: This is the magical effect.
5. Fall: This assumes the item falls about 5' and comes into contact with a hard (stone-like) surface. A softer surface (wood-like) gives a + I
on the saving throw, and a fleshy-soft surface gives +5. For each 5'
over the first 5' the item falls, subtract -1 from the die roll to save.
6. Fireball: This is the magical fireball, meteor swarm, (red) dragon breath, etc.
7. Fire. Magical: This is the magical wall of fire, fire storm, flame strike, etc.
8. Fire, Normal: This assumes a hot fire such as produced by a blazing
wood fire, flaming oil, and the like. The item in question would have to be exposed to the fire for an amount of time sufficient to have an effect, i.e. paper or parchment for but 1 melee round, cloth for 2,
bone or ivory for 3, etc.
9. Frost, Magical: This is the magical frost or cold such as a white dragon breathes or spells such as cone of cold or ice storm.
10. Lightning Bolt: This is magical attack from lightning called from the sky, blue dragon breath, etc.
11. Electrical DischargeKurrent: The "shock" of an electric eel, magical items, traps, etc.
CREATURES STRUCK ONLY BY MAGIC WEAPONS
Despite special defenses which protect certain creatures from attacks by non-magical weapons, these monsters can be effectively hit by attackers as follows:
Defender Is Attacker Must Have The Following
Hit By Weapon Hit Only By OR Hit Dice Of*
+
1 or better+
1 or better 4+
1 or more+2 or better +2 or better 6
+
2 or more+3 or better +3 or better 8
+
3 or more+4 or better +4 or better 1.0
+
4 or more*This does not apply to characters of any sort.
This provides for magical properties and size of the attacking monster. Thus, massive hill giants can effectively attack most creatures, and all other types of giants can affect everything save a few gads.
A regular feature introduc~ng new and ~nterest~ng monsters, edited by Don Turnbull.
ast time we announced the publication of the Fiend
Folio, and things are s t i l l going according to plan by Ronald Hall (though I haven't yet heard from Mary Patterson, No. appearing:
William Maddox and Simon Tilbrook
-
would anyone Armour class: (6 on the etherealws them please draw their attention to the request?). It plane)
may have occured to you that purchasing the Fiend Folio will Movement: 15" (18" on the simply give you, in one volume, what the Factory has done in ethereal plane) several issues. Well, let me reassure you. The Folio will contain Hit Dice: 5 D8
some monsters you have already seen in the Factory, but in an Treasure: various 'dispelled'
expanded format to line up with the Monster Manual, and these magical items,
entries will be very much in the minority
-
the vast majority mostly useless. will be new creatures - over 150 of them! Of course it would be Attack: two claws 2-5 each easy for me to fill the pages of the Factory, prior to publication plus special.of the Folio, with 'Folio monsters', but I have manfully resisted ~ ~ Neutral i ~ ~ ~ ~ ~ ~ :
this temptation and can say that all Factory entries from now Intelligence: low average
on will not be appearing in the Folio (since we had to draw a ~ ~ 189 (level VII ~ ~ ~ ~ ~ ~ ~ ~ k :
deadline somewhere), though there may be the odd exception. i n 12 levels).
from On have missed the
T h e Terithran i s a creature o f t h e ethereal plane. I n the material plane it deadline and that will be the they are not in the has a faint, shadowy appearance (though n o t so f a i n t as a n o n c o r p o r e a l Folio. It does mean that the Factory can s t i l l continue to monster) w i t h a short ( 4 ' tall) h u m a n o i d body, long sinewy arms a n d a
produce tb goods without compromising the Folio, or vice large mis-shapen head. I n n o r m a l m lee ~t attacks w i t h t w o 2-5 claws, b u t
versa. who knows - we may in time another it w i l l t r y t o a v o ~ d this t y p e o f f i g h t i g a s m u c h as possible, relying o n its
unique magical properties.
volume.
.
.
a
by Julian Lawrence
No. appearing: 3D6 magic resistant a n d has a n u m b e r o f magical powers.
Arrnour class: 4 While o n t h e material plane t h e Terithran's spell use is l i m i t e d t o six
Movement: 18" flying uses per day except f o r detect magic w h i c h can b e used any number of
Hit Dice: 6D8+3 times T h e powers it can use, detect magic apart, are:
Treasure: nil Stunning blast: a charge o f ethereal waves w i t h the effect o f
powc-r word stun o n all creatures w i t h ~ n a 1 0 '
Attack: bite for 1D6, radius; saving r o l l versus magic negates t h e
tail for I D 4 plus effect.
special Drain Power: this spell removes all magical a b i l i t y f r o m a
Alignment: Neutral evil maglc-user u n t i l a n appropriate regenerative
t i m e has passed. Treat as though the magic-user
Intelligence: low h a d used u p all his spells. Save versus breath
Monstermark: 120 (level V I negates t h e effect.
in 12 levels). Cause Serious Wounds: as the Clerical spell, activated b y t o u c h (normal attack required b u t n o saving roll).
T h e D o o m b a t is a species o f Undead B a t f o u n d i n dismal caverns where it Transportation. this permits the Terithran t o transport itself seeks t o k i l l all living things. It attacks b y b i t i n g f o r I D 6 damage a n d a n d one other person ( t h e o f f e n d ~ n g mage) lashing w i t h ~ t s barbed tail f o r I D 4 d a m a g ~ ; the tail lash also has the back t o the ether. T h e vtctlm m u s t first be effect o f a Ghoul's touch o n a victim. grasped (treat as a n o r m a l h i t w i t h t w o claws)
T h e D o o m b a t can be t u r n e d as a Wight o n the ClericIUndead table. It b u t there is n o saving r o l l
is dark grey i n c o l o u r a n d m a y n o t be easily seen i n conditions o f d i m W h ~ l e In an encounter, therefore, the Terithran w i l l have as its p r i m e light. o b l ~ c t i v e the grasping o f t h e v l c t i m magic-user a n d his transportation
Comments: N o self-respecting Vampire w o u l d b e w i t h o u t a protective back t o the ether; t t w i l l thus retain one spell use f o r transportatlon
gang of these things! I assume t h e beast has the normal resistance o f (r,tthet w i t h a v i c t i m or, i f t t fails t o grasp a n d the melee is going against Undead t o spells affecting the m i n d . T h e high h i t dice value IS rather it, alone In e x a p e ) . However it m a y have t o use o t h e r powers ( u p t o a surprising a n d has a great deal t o d o w i t h t h ~ high Monsterlnark: I w o u l d m a x i m u m o f five, saving the s i x t h f o r transportation) t o defend Itself, t o have t h o u g h t 2D8 more r e a l ~ s t t c - perhaps thts IS a particularly p o w e r f u l get t o ~ t s intended v i c t i m a n d so f o r t h .
specimen? N o t e t h a t the t o u c h o f the Terithran does n o t automatically cause
serious wounds - it only does so i f the beast has decided to use that spell power.
I f the creature i s encountered on the ethereal plane i t s claws do 2-9 points of damage, and the stunning blast does 2-7D8 damage.
On the material plane the Terithran can only be hit by silver or magical weapons.
Comments: This is one of those creatures which is simpler to run than its description would have.us believe - the objectives of the beast are clear enough and its behaviour should be simple to control 'on the spot'. However, I think we need a clearer indication of the amount of magic-use which would attract it in the first place - a single spell would not do the trick, I wouldn't have thought, unless it was 8th or 9th level, and I would suggest DMs only activate the beast when prolonged use of magic has taken place
-
say when 16 spell levels have been used in quick succession or something on those lines. DMs also need to work out what effect the creature has on artifacts.This i s a very original idea. It isn't a particularly vicious beast and it
will be rather rare, but it i s a natural enemy of magic-users and perhaps a better way of introducing some risk into magic-use than 'klutz factors' and other similar devices (which don't appear to be particularly satis- factory, if for no other reason than that there are so many different systems, none of which are included in the TSR rules). An excellent contribution. by M . Stollery General characteristics: No. appearing: 1 D 8 Movement: 12" (24" flying). Treasure: 2D6 PP each.
Alignment: Chaotic evil or
lawful evil
Intelligence: standard
These additional members of the Imp class (see the Monster i i ~ a n u a l and Dungeoneer) are either Chaotic Evil or Lawful Evil, depending on whether they serve Demons or Devils. They are all about 5' tall with functional wings and fangs.
FIRE
IMPS
Hit Dice: 3D8+1
Armour class: 5
Attack: two claws 1-3 each plus special.
These mischievous creatures attack with their claws and a breath weapon. The latter i s either a jet of flame 15' long and 1' in diameter (2-9 points of damage to a victim who fails his saving roll, damage halved i f he does save) or a flame 'blanket' 5' square directly in front of the Imp ( 4 points damage to all victims, no saving roll). Touching these lmps with bare flesh will cause 1 point of damage.
They can heat metal and use magic missile (2 missiles) once per day and have a 25% chance of gating in another Imp of the Flame (equal probability each type) - one attempt per hour.
They are red in colour and their bodies are surrounded with wisps of flame.
SMOKE
IMPS
Hit Dice: 3 D 8
Armour class: 4
Attack: two claws 1-2 each plus special.
Like the Fire Imps, these creatures attack with their claws and a breath weapon, the latter being the discharge of a sooty ball of smoke which does 1D4 damage to a victim (no saving roll - automatic hit on a single victim within 20') and blinds him for 1-2 melee rounds.
They are black in colour and have smoke oozing from their bodies. They inhabit smoky areas and never emerge into bright light i f possible.
The Smoke Imp can gate in 1-2 lmps of the Flame (equal probability each type) - one attempt per hour which has a 20% chance of success. Once per day they can use invisibility and dancing lights.
When a Smoke Imp dies, it coughs up 1 hit point of flame damage to everyone within 10' (no saving roll).
STEAM IMPS
Hit Dice: 3D8+3
Armour class: 7
Attack: two claws 1-4 each plus special.
These lmps are grey in colour and constantly drip hot water, leaving a trail of water behind them as they move. In addition to attacking with their claws, the Steam lmps can direct a jet of scalding water at a single victim within 20' (1-3 points of damage - no saving roll - and a 50% chance of stunning the victim for one melee round). Touching a Steam Imp with bare flesh delivers 1 hit point of damage and a 50% chance of stunning for one round.
Once per day the Steam Imp can perform a rainstorm of boiling water
- treat as ice storm with 2-12 cfamage for all victims (no saving roll). Once per hour they may contaminate water (as the first level Druid spell). Once per hour they may attempt to gate in 1-2 lmps of the Flame (equal probability each type) with a 30% chance of success.
M O L T E N I M P S
Hit Dice: 3 D 8
Armour Class: 6
Attack: two claws for 1 point of damage each plus
special.
These lmps appear red-hot and constantly ooze molten lava. Anyone touching them with bare flesh receives 1-8 damage.
They can claw and use a breath weapon, the latter consisting of a molten blob of lava, automatically hitting a single target within 10' for 1-6 points damage (no saving roll). I f the encounter takes place in a volcanic region where molten lava is available, these lmps can regenerate 2 hit points per round simply by keeping in contact with the lava (although this power ceases i f they are killed).
Once per hour they may attempt to gate in 1-2 lmps of the Flame (equal probability each type) with a 25% chance of success. Their touch automatically dissolves materials (as Green Slime) and they may shapechange into a pool of lava.
Comments: A welcome addition to the ranks of a very useful class of monster. A DM will have t o give careful thought to interaction between the Imps if two or more different types appear in the same encounter (as a result of gating, for instance) - the STEAM and MOLTEN variety, for instance, may not be entirely compatible.
I have not worked out all the Monstermarks, but would place all these creatures in levels I-IV in 12 levels.
by Neville White No. a ~ ~ e a r i n a : 1 Movement: Hit Dice: Treasure: Attack: Alignment: Intelligence: Monstermark: 9,5 or 1 (see below) 12" (but see below) 7D8+3 nil 1 bite 1 D 8 and 2 claws I D 6 each Neutral evil very high (15-18) I would suggest an average value of 4 9 0 (level X in 1 2 levels).
This foul creature of darkness is the essence of a Demon imprisoned in the form of a Shadow. As a result of this, it is more powerful in darkness and more vulnerable in conditions of bright light. Thus its characteristics vary according to the ambient illumination:
I n daylight or i t s equivalent the Demon is AC9 and sustains double damage from all attacks.
In torchlight it is AC5 and suffers normal damage from attacks. It attacks at +1 hit probability in these conditions.
In darkness or near-darkness it is ACl, attacks at +2 hit probability and suffers half damage from attacks.
The Shadow Demon is immune t o fire, cold and lightning but i f a light spell is cast at it, the Shadow Demon is affected as if by a fireball
(SO a light spell from a 5th level magic-user would do 5D6 damage on it, whatever the normal illumination conditions).
Its wings are too small t o give it full flying abilities, but in its initial attack it can use the wings to boost a leap up t o 30' in length, following which it will attack with four 1 D6 claws (though not with i t s bite). One round in ten it can half-fly at 18" movement rate (it will usually use this maneouvre to try to escape i f necessary).
Once per day the Shadow Demon can cast darkness 10'radius and can use fear over a 30' radius. Once per week it may execute a magic jar , attack on a victim, but if the victim saves the Shadow Demon is stunned for 1-3 rounds.
Comments: This would be rated quite a weak Demon in comparison with some of the others, but it exhibits surprising and disturbing qualities all the same. Not an easy creature t o run unless the DM insists on keeping track of all sources of light (see Lew Pulsipher's excellent suggestions in White Dwarf 12, page 1 1 ).
For a change, we will look a t some very high-level beasts next time - not because I think we are short of them but because a designer's inventiveness should not be ignored just because he happens to produce a monster with limited deployability.
I
Next
Issue:
- -.* Lair of the White Wyrm - a complete Runequest mini-scenario
I
1
+ White Dwarf Interview-
Gary GygaxI
I
* Expanding Universe - Part 11- * Fiend Factory - more monsters * Treasure Chest - special roomsEXPANDING
The lnvention and Design of Devices.The total number of appropriate expertise levels of those present in the research group must equal twice the tech level of
UNIVERSE
the proposed device, as set by the referee for any chance of success. The referee must work out how long it will take them,by Andy Slack
and whether additional expertise over and above that requiredADDITIONS TO TRAVELLER RULES:
PART 1
SKILLS AN1 USE
General Use of Skills
~ o r m a l l y , for combat, 8+ o n 2D6 must be rolled to succeed,
with a positive Die Modifier (DM) equal to expertise level in the relevant skill. Thus a throw of 6 plus expertise level 2 gives 8
-
a Success. For consistency, it would be best to adopt this system throughout, as the existing rules produce a great variety of DM'S in other skills.
Parrying can be introduced into blade combat; the defending player simply subtracts his expertise level from his opponent's attack roll.
Similarly, if for any reason another character has booby- trapped or jinxed an item, the dice are rolled, the expertise level (hereafter denoted by EL) of the operator is added and the E L of the jinxer i s subtracted; a score of
8+
after a l l other modifiers have been taken into account, means the device will operate correctly.Persons Without Relevant Expertise
A person attempting something he has no skill in i s subject to a DM Of -31 additionally he may use the wrong Or technique. So the player rolls 306: if the result i s less than or equal to his Personal Intelligence. then he has guessed the correct tool or technique to use. If the result is greater, he has picked the wrong way to do it. and i s subject to a further DM of -2. making -5 in all. (Referees may prefer to use Education, not intelligence, or two dice instead of three.) Either way he adds to this his EL (if any) in Jack-of-Trades, as a positive DM.
This makes J-0-T expertise very valuable, especially if a player should reach a high level. So rhe J-0-T skill should be considered to be an inborn ability, as I believe i t was intended. Thus it cannot be learnt after leaving the Services, or increased by most normal means.
Effects of Culture Shock
~ 1 1 player-characters are supposed to have expertise '/2 in all weapons. This has its drawbacks though. The hero is, shall we say, an Army All his life he has been using rifles, etc. B~~ stick him on a low tech level planet and he instinctively knows how to use a kontos. Players should be larger than life; but not t o such an extent.
Players should have expertise in all devices that are common on their home planet (except exotic ones like Starships, fusion power plants etc.). Each character i s assigned his home its tech level is the one he is familiar with. It must be noted on his character sheet. The numerical difference between the character's tech level and the tech level of any device he is attempting to use we call D. ~h~~~ are two basic possibilities: the character has been trained in something similar (or a t least has heard of the thing) or he hasn't. If he has, he i s subject to a negative DM equal in size to DIEL. Example: The character has rifle 4, and i s given a thermonuclear phase- interlocked grunge rifle produced on a world two tech levels higher than his home planet. His DM on the to-hit roll would be -%, and is, therefore, ignored. (If the grunge rifle had been 8 tech levels higher, the DM would have been -2.) If he hasn't then we must find out i f he looks a t it and thinks, "Hmm, that looks trigger shaped- 1'11 pull t h a t bit." If the device i s of a higher tech level than the would-be operator, the personal characteristic used i s intelligence; if the tech level i s equal to or lower than the operator's, he uses his education. He rolls 3D6 and adds
5.
If the result i s less than or equal to the character- istic used he has figured it out. (Or he will figure it out -only the referee knows how long it will take. Additional DM'S are needed if the object i s totally alien, e.g. produced by animate 12' cockroach-eating plants on the Galactic rim.)14
will help or hinder the effort.
To succeed, the group must roll i t s average intelligence or less on 3D6. Computer Aided Design can save a lot of wasted effort, so subtract from the roll the sum of the model numbers of the computers used, divided by the number of people involved - effectively raising the average intelligence.
Repair and Maintenance of Devices.
This aspect of skill use i s similar to Invention and Design (Culture Shock i s particularly relevant) and one expertise level i s required in the repair crew per tech level of the device, e.g. Level 5 device needs one man of EL^, or two of EL^ and one of
ELI, and so on. Implied Skills.
(This section was brought in because a t one stage in our campaign we had a player of Engineering4 who couldn't change the wheel on his car
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no mechanical skill. But for 16 years this man has been sticking melted starships back together with sellotape. This aspect i s still under scrutiny, but Pilot, Engineering and Weapon skills have been tackled.)A pilot has an implied skill in ship's boat equal to half his pilot expertise level. Thus a man learning pilot-:! would have ship's boat 1. (The culture shock rule should also apply.) A man wishing to learn pilot skills has to first learn ship's boat to level 2. Only then can he become a pilot. (This only applies on leaving the services of course, or nobody could learn pilot and something else.) With regard to engineering skills, Engineer-l also has implied skills of Electrical-l and a Mechanical-l.
In the matter of weapons, the Umpire must use more dis-
cretions: but if a with know where the
trigger was on an automatic it would be nonsensical. He might not know any gun maintenance - though I suspect he could make a very good guess - but the firing technique that different. And, as was forcibly pointed out to me during one adventure, a character with both rifle and submachinegun skills oughtto havevague ideas about the use of automatic rifles. Learning by Experience
Each time the character successfully uses a skill in a crisis (lasering a computer training Simulation apart doesn't Prove much, I think), he gains experience points equal in number to his intelligence. One thousand of these can be traded in for another expertise level. Whether to keep separate e.P. records for each skill;sum all e . ~ . ; or
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my preference -split them into weapon e.p. and non-weapon e.p., is left to the referee.Should the character do something he has no skill in, he also gets one e.p. per intelligence point, but this should be recorded separately. Since it is a much harder way to make a living, only 100 of these e.p. are required to learn a new skill to expertise level One.
It is up to the referee whether the player should be allowed to allocate his new expertise level or skill himself, or whether it Should be determined randomly: players will doubtless prefer the
check must be kept On many skills a player can have, though: So add the player's intelligence to his education and take that as the maximum number of skills (not experience levels) he can have.
Language
A, amusing way to use education i s in languages. A character speaks his native language with fluency